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Difference between revisions of "40d:Matgloss token"

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(This isn't really the same thing)
(+stuff)
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These files begin with the filename as the other raws do, then [OBJECT:MATGLOSS]. Individual entries begin with [MATGLOSS_METAL:ID], [MATGLOSS_PLANT:ID], [MATGLOSS_STONE:ID], or [MATGLOSS_WOOD:ID].
 
These files begin with the filename as the other raws do, then [OBJECT:MATGLOSS]. Individual entries begin with [MATGLOSS_METAL:ID], [MATGLOSS_PLANT:ID], [MATGLOSS_STONE:ID], or [MATGLOSS_WOOD:ID].
  
==Stone-specific tokens==
+
__TOC__
  
Soils are considered to be a subtype of stone in the raws.
+
{| {{prettytable}}
 +
! Name !! Description
 +
|-
 +
| NAME
 +
| The name of the material
 +
|-
 +
| ADJ
 +
| The adjective applied to objects made of the item
 +
|-
 +
| COLOR
 +
| The [[color]] of the material. Note that the background is not always used (i.e. bars, stones)
 +
|-
 +
| BASIC_COLOR
 +
| The [[color]] of raw stones and gems.
 +
|-
 +
| VALUE
 +
| The value multiplier of the material. Not wood?
 +
|-
 +
| SPEC_HEAT
 +
| The [[specific heat]] of the material, in units of J/kg·K. Only on metal and stone?
 +
|-
 +
| MELTING_POINT
 +
| See [[temperature scale]].
 +
|-
 +
| BOILING_POINT
 +
| See [[temperature scale]].
 +
|-
 +
| SOLID_DENSITY
 +
| Density in kg/m<sup>3</sup>.
 +
|-
 +
| DEEP
 +
| [[glowing pit|Hidden fun stuff]].
 +
|}
 +
 
 +
== Metal-specific tokens ==
 +
* TILE is the tile (character or 437 ordinal) for the material while still in the ground (trees, plants, rough walls)
 +
* Usage - different metals can be used for different things
 +
** WEAPON (fun fact: the WEAPON token only appears in the list of items)
 +
** WEAPON_RANGED
 +
** DIGGER - e.g. for picks
 +
** AMMO
 +
** ANVIL
 +
** ANY_USE
 +
* BRITTLE - Unknown gameplay effect
 +
* DAMAGE_PERC, BLOCK_PERC - weapons and armor respectively. Relative to Iron.
 +
* WAFERS - Instead of bars. Items take three times as many wafers as bars to make.
 +
== Wood-specific tokens ==
 +
Some of these are also on plants.
 +
* AUTUMNCOLOR - changes color with the seasons
 +
* WET, DRY - Same as [[Plant tokens|for plants]]
 +
* SAPLING - Young trees are called saplings instead of e.g. "young tower-cap"
 +
* BIOME
 +
* PREFSTRING
 +
== Plant-specific tokens ==
 +
See [[Plant tokens]].
 +
== Stone-specific tokens ==
 +
* STONE_NAME - Loose stones are called this, e.g. for "nuggets" vs native metal
 +
* [METAL_ORE:<metal>:<percentage>] - automatically creates a smelter reaction requiring fuel and one stone to make one bar.
 +
** Multiple METAL_ORE tokens mean that there is a percentage chance of each metal - c.f. [[tetrahedrite]] or [[galena]].
 +
* ITEM_SYMBOL: Loose stones use this tile. Used to make [[bituminous coal]] show up as ☼ and ores as *.
 +
* LAVA - lines the magma pipe; formed with water + magma
 +
* SHARP - can be made into CAN_STONE weapons
 +
* GLASS - [[rock crystal]].
  
 
===Layer types===
 
===Layer types===
 +
Note: Soils are considered to be a subtype of stone in the raws.
  
A stone can be tagged with one of:
+
A stone material can be tagged with one of:
 
*[SEDIMENTARY]
 
*[SEDIMENTARY]
 
*[IGNEOUS_INTRUSIVE]
 
*[IGNEOUS_INTRUSIVE]
Line 20: Line 83:
 
*[SEDIMENTARY_OCEAN_SHALLOW]
 
*[SEDIMENTARY_OCEAN_SHALLOW]
 
*[SEDIMENTARY_OCEAN_DEEP]
 
*[SEDIMENTARY_OCEAN_DEEP]
*[SOIL_SAND]
+
*[SOIL_SAND] - can be made into glass
*[AQUIFER]
+
*[AQUIFER] - aquifers can be in these layers
  
 
Layer tags are not mutually exclusive with ENVIRONMENT tags.
 
Layer tags are not mutually exclusive with ENVIRONMENT tags.
Line 29: Line 92:
 
Format:
 
Format:
 
*[ENVIRONMENT:<class>:<inclusion type>:<frequency>]
 
*[ENVIRONMENT:<class>:<inclusion type>:<frequency>]
 +
** class may also be ALL_STONE, IGNEOUS_ALL, ALLUIVAL.
 
*[ENVIRONMENT_SPEC:<id>:<inclusion type>:<frequency>]
 
*[ENVIRONMENT_SPEC:<id>:<inclusion type>:<frequency>]
  
Line 36: Line 100:
  
 
Anecdotal evidence suggests that each z-layer will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of opal rather than several different types.
 
Anecdotal evidence suggests that each z-layer will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of opal rather than several different types.
 +
 +
== Tokens not found in the raws ==
 +
These do not appear in any shipped raw file. They were found [[string dump|in the EXE]]. We can only speculate as to their syntax and meaning. Athough, some are obvious. Others may be easily discovered by modding. It is unknown whether any of these do anything.
 +
 +
* LIQUID_DENSITY
 +
* BUILD_COLOR
 +
* TILE_COLOR
 +
* DROWN_LEVEL - probably for plants
 +
* Probably Wood-specific, based on their positioning in the token table
 +
** DEAD_TILE
 +
** SAPLING_TILE
 +
** DEAD_COLOR
 +
** SAPLING_COLOR
 +
** SAPLING_DROWN_LEVEL
 +
** TREE_DROWN_LEVEL
 +
  
 
[[Category:Modding]]
 
[[Category:Modding]]
 
[[Category:Tokens]]
 
[[Category:Tokens]]

Revision as of 04:11, 19 December 2008

Preliminary information on tokens used in the material description files, stored at raw/objects/matgloss_*.txt in the default distribution.

These files begin with the filename as the other raws do, then [OBJECT:MATGLOSS]. Individual entries begin with [MATGLOSS_METAL:ID], [MATGLOSS_PLANT:ID], [MATGLOSS_STONE:ID], or [MATGLOSS_WOOD:ID].

Name Description
NAME The name of the material
ADJ The adjective applied to objects made of the item
COLOR The color of the material. Note that the background is not always used (i.e. bars, stones)
BASIC_COLOR The color of raw stones and gems.
VALUE The value multiplier of the material. Not wood?
SPEC_HEAT The specific heat of the material, in units of J/kg·K. Only on metal and stone?
MELTING_POINT See temperature scale.
BOILING_POINT See temperature scale.
SOLID_DENSITY Density in kg/m3.
DEEP Hidden fun stuff.

Metal-specific tokens

  • TILE is the tile (character or 437 ordinal) for the material while still in the ground (trees, plants, rough walls)
  • Usage - different metals can be used for different things
    • WEAPON (fun fact: the WEAPON token only appears in the list of items)
    • WEAPON_RANGED
    • DIGGER - e.g. for picks
    • AMMO
    • ANVIL
    • ANY_USE
  • BRITTLE - Unknown gameplay effect
  • DAMAGE_PERC, BLOCK_PERC - weapons and armor respectively. Relative to Iron.
  • WAFERS - Instead of bars. Items take three times as many wafers as bars to make.

Wood-specific tokens

Some of these are also on plants.

  • AUTUMNCOLOR - changes color with the seasons
  • WET, DRY - Same as for plants
  • SAPLING - Young trees are called saplings instead of e.g. "young tower-cap"
  • BIOME
  • PREFSTRING

Plant-specific tokens

See Plant tokens.

Stone-specific tokens

  • STONE_NAME - Loose stones are called this, e.g. for "nuggets" vs native metal
  • [METAL_ORE:<metal>:<percentage>] - automatically creates a smelter reaction requiring fuel and one stone to make one bar.
    • Multiple METAL_ORE tokens mean that there is a percentage chance of each metal - c.f. tetrahedrite or galena.
  • ITEM_SYMBOL: Loose stones use this tile. Used to make bituminous coal show up as ☼ and ores as *.
  • LAVA - lines the magma pipe; formed with water + magma
  • SHARP - can be made into CAN_STONE weapons
  • GLASS - rock crystal.

Layer types

Note: Soils are considered to be a subtype of stone in the raws.

A stone material can be tagged with one of:

  • [SEDIMENTARY]
  • [IGNEOUS_INTRUSIVE]
  • [IGNEOUS_EXTRUSIVE]
  • [METAMORPHIC]
  • [SOIL]
  • [SOIL_OCEAN]

Additionally these can occur:

  • [SEDIMENTARY_OCEAN_SHALLOW]
  • [SEDIMENTARY_OCEAN_DEEP]
  • [SOIL_SAND] - can be made into glass
  • [AQUIFER] - aquifers can be in these layers

Layer tags are not mutually exclusive with ENVIRONMENT tags.

ENVIROMENT and ENVIRONMENT_SPEC

Format:

  • [ENVIRONMENT:<class>:<inclusion type>:<frequency>]
    • class may also be ALL_STONE, IGNEOUS_ALL, ALLUIVAL.
  • [ENVIRONMENT_SPEC:<id>:<inclusion type>:<frequency>]

The inclusion type can be CLUSTER, CLUSTER_SMALL, CLUSTER_ONE, or VEIN. CLUSTERs are large ovoids that occupy their entire local map tile if present. CLUSTER_SMALL inclusions are blobs of 3-9 tiles; CLUSTER_ONE inclusions are single tiles; and VEINs are large streaks.

If no CLUSTER is present, then zero to two VEINs as well as roughly five to seven other clusters will be present in the local map tile.

Anecdotal evidence suggests that each z-layer will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of opal rather than several different types.

Tokens not found in the raws

These do not appear in any shipped raw file. They were found in the EXE. We can only speculate as to their syntax and meaning. Athough, some are obvious. Others may be easily discovered by modding. It is unknown whether any of these do anything.

  • LIQUID_DENSITY
  • BUILD_COLOR
  • TILE_COLOR
  • DROWN_LEVEL - probably for plants
  • Probably Wood-specific, based on their positioning in the token table
    • DEAD_TILE
    • SAPLING_TILE
    • DEAD_COLOR
    • SAPLING_COLOR
    • SAPLING_DROWN_LEVEL
    • TREE_DROWN_LEVEL